The Golden Gore

Homebrew by dimbeefy

AN ATTEMPT TO CREATE A BALANCED CUSTODES KILL TEAM.

Im very new at this, thanks for checking it out.

Thanks to @gutairninja for lots of this

Elite warriors of the Imperium, combining the golden fury of the Custodes, the unrelenting zeal of the Sisters of Battle, and the silent precision of an Assassin. They strike with unstoppable force in close combat, smiting all who oppose them while leaving a trail of blood and righteous wrath.

100% positive
Composition

Eyes Unblinded kill team consists of 10 operatives selected from the following list:

CUSTODIAN GUARD LEADER (counts as three selections) operative equipped with one of the following options:

Guardian spear

CUSTODIAN GUARD (counts as two selections) operatives each separately equipped with one of the following options:

  • Guardian spear
  • Sentinel blade
  • Storm Shield
  • Two Relic Power Fists (Blooddawn & Daybreak)

CUSTODIAN SWORD CHAMPION (counts as three selections) operatives each separately equipped with one of the following options:

  • Vaultsword
  • Great Chainsword (Daemon Feller)

SISTER OF SILENCE SUPERIOR operative equipped with one of the following options:

  • Boltgun; gun butt
  • Flamer; gun butt
  • Executioner greatblade

SISTER OF SILENCE WITCHSEEKER

SISTER OF SILENCE VIGILATOR

VINDICARE ASSASSIN

Your kill team can only include up to one CUSTODIAN GUARD LEADER up to one CUSTODIAN SWORD CHAMPION, and up to one SISTER OF SILENCE SUPERIOR

Common Abilities and Options

Elite Perfection:
Once per Turning Point, during the Firefight phase, all friendly operatives may reroll one attack die on their first combat or shooting action.

Heart Of The Emperor:
Once per Turning Point, during the Firefight phase, all friendly operatives may reroll one attack die on their first combat or shooting action.

Storm Shield:
If this operative is equipped with a Storm Shield, it ignores the Piercing weapon rule.

Unyielding Paragon:
Once per Turning Point, a friendly operative of ADEPTUS CUSTODES can ignore the first 3 damage they would take each Turning Point.

(This does not apply to mortal wounds and cannot reduce damage below 1.)

In addition, ADEPTUS CUSTODES operatives have (Invulnerability 4+) – may use this instead of normal saves; ignores AP

Inhuman Speed (1AP):
Perform a free Fall Back action. This operative can perform this action in the same activation in which it performed a Reposition or Charge action.

Stealthy:
Counts as in cover even when in open ground unless engaged in melee.

The Vindicare Doctrine:
FAULTLESS AIM (2 AP)

Once per battle. Select one enemy operative with a Conceal order, is visible to this operative. Until the end of the turning point, this operative treats that enemy operative as if it has an Engage order.

  • This operative cannot perform this action while within control range of an enemy operative or if it performed DEAD AIM DISCIPLINE action during the same turning point.

DEAD AIM DISCIPLINE (2 AP) Once per turning point you may select an enemy operative, it gains a Dead Aim Token, and on a subsequent activation of the VINDICARE ASSASSIN place another Dead Aim Token on the map in a place it can see.

If the operative with the Dead Aim Token moves within 2" of the other Token, the VINDICARE ASSASSIN operative may immediately Shoot it

  • Roll 1 attack die (target rolls none)
  • Remove the marker if the target is incapacitated.
  • Cannot be used while within enemy control range or after performing Faultless Aim this Turning Point.

Psychic Abomination:
While an operative is within 6" of an ANATHEMA PSYKANA operative, it cannot perform psychic actions. SISTER OF SILENCE operatives cannot be targeted or affected by psychic actions.

Blessed Frenzy:
When reduced to 0 Wounds, immediately make one free Fight action before being removed.

Custodian Shield Captian
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Guardian Spear
Melee (Lethal 5+)
5
3+
4/6
Ranged (18")
4
3+
3/4
Sentinel Blade (Lethal 5+)
5
3+
4/6
Storm Shield
Abilities
Elite PerfectionHeart Of The EmperorInviolate WillStoic SentinelStorm ShieldUnyielding Paragon

Inviolate Will: Once per Turning Point, ignore one psychic or morale effect.

Stoic Sentinel: When performing a Guard action, treat Engagement Range as 4" for the purpose of Overwatch and Guard reactions.

The Golden Gore, Imperium, Adeptus Custodes, Custodian Guard, Leader
Custodian Guard
A 3
M 6"
S 3+
W 17
Weapons
ATK
HIT
DMG
Guardian Spear
Melee (Lethal 5+)
5
3+
4/6
Ranged (18")
4
3+
3/4
Sentinel Blade (Lethal 5+)
5
3+
4/6
Blooddawn & Daybreak (Brutal, Ceaseless)
5
3+
4/5
Storm Shield
Abilities
Divine BarrageElite PerfectionHammer of the ThroneHeart Of The EmperorStorm ShieldUnyielding Paragon

Divine Barrage: If the ADEPTUS CUSTODES operative equipped with Blooddawn & Daybreak performs a Fight action, you may choose to use the following effect:

  • Spend 1 CP before rolling attack dice. This attack gains the Punishing and Relentless traits for this combat. After resolving the fight, the enemy operative hit by this attack cannot perform Overwatch or Guard until the end of the Turning Point.

Hammer of the Throne: After incapacitating an enemy in melee, regain D3 lost wounds.

The Golden Gore, Imperium, Adeptus Custodes, Custodian Guard
Custodian Sword Champion
A 3
M 6"
S 3+
W 18
Weapons
ATK
HIT
DMG
Daemon Feller (Rending, Devastating 1, Heavy)
6
5+
5/7
Vaultsword (Balanced, Lethal 5+)
5
3+
4/5
Abilities
2AP: Behead The HeriticalHeart Of The EmperorMaster Of The BladeUnyielding Paragon

Behead The Heritical (2AP): If the ADEPTUS CUSTODES operative equipped with Daemon Feller performs a Fight action, you may choose to use the following effect as 2 AP.

  • This attack gains the Torrent 2" trait for this combat.

Master Of The Blade: You can ignore any changes to the Hit stat of this operative’s Vaultsword. Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

The Golden Gore, Duelist, Imperium, Adeptus Custodes, Blade Champion
Eye Of The Emperor
A 3
M 7"
S 4+
W 6
Weapons
ATK
HIT
DMG
Exitus Rifle
Ranged Blast (Heavy, Silent, Devastating 2, 24")
3
2+
5/6
Gun Butt
4
3+
2/3
Chainsword (Rending)
4
3+
4/5
Abilities
Heart Of The Emperor1AP: Inhuman SpeedStealthyThe Vindicare Doctrine
Golden Gore, Assassin, Vindicare, Imperium
Sister Of Silence Superior
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Power Sword (Balanced)
3
3+
4/5
Bolter Pistol
Ranged (6")
3
3+
3/4
Gun Butt
4
3+
2/3
Abilities
Act of Faith1AP: Adaptive TrainingHeart Of The EmperorPsychic Abomination

Act of Faith: (1/TP): Reroll one attack or defence die for herself or a nearby Sister (3").

Adaptive Training (1AP): Select one other friendly ANATHEMA PSYKANA operative visible to and within 6" of this operative. Until the end of that operative's next activation add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.

The Golden Gore, ANATHEMA PSYKANA, LEADER, SISTER OF SILENCE, SUPERIOR
Sister Of Silence Vigilator
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Executioner Greatblade (Lethal 5+)
4
3+
4/6
Abilities
Blessed FrenzyHeart Of The EmperorPsychic Abomination
The Golden Gore, ANATHEMA PSYKANA, LEADER, SISTER OF SILENCE, Vigilator
Sister Of Silence Witchhunter
A 2
M 6"
S 3+
W 7
Weapons
ATK
HIT
DMG
Flamer (Rng 6", Torrent 2", Saturate)
5
2+
2/2
Gun Butt
4
3+
2/3
Abilities
Blessed FrenzyHeart Of The EmperorPsychic Abomination
The Golden Gore, ANATHEMA PSYKANA, LEADER, SISTER OF SILENCE, Witchhunter
Vindicare Assassin
A 2
M 7"
S 4+
W 6
Weapons
ATK
HIT
DMG
Exitus Rifle
Ranged Blast (Heavy, Silent, Devastating 2, 24")
3
2+
5/6
Gun Butt
4
3+
2/3
Chainsword (Rending)
4
3+
4/5
Abilities
Heart Of The Emperor1AP: Inhuman SpeedStealthyThe Vindicare Doctrine
Golden Gore, Assassin, Vindicare, Imperium
Equipment
Ploys

Firefight - Death From Afar:
Use this firefight ploy when an Vindicare Assassin operative is shooting a hostile operative : Gain +1 Attack or pick highest of 2D6 for one shot


Firefight - Interlocked Warriors:
Use this Firefight Ploy when a ready friendly GOLDEN GORE operative is activated:

  • If that operative is an ANATHEMA PSYKANA operative, select one ready friendly ADEPTUS CUSTODES operative Visible to and within 3" of it.
  • If that operative is an ADEPTUS CUSTODES operative, select one ready friendly ANATHEMA PSYKANA operative Visible to and within 3" of it

Both operatives are activated at the same time and you can perform their actions in any order.


Firefight - Arcane Genetic Alchemy:
Use this firefight ploy when an operative is shooting a friendly GOLDEN GORE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Opportunistic Wrath:
Use this firefight ploy when you would counteract. You can do so with one friendly GOLDEN GORE operative that has a Conceal order, but you must change its order to Engage and it cannot perform any actions other than Charge, Shoot or Fight during that


Strategic - Stoic Defense:
Guard action grants +1 DF this Turning Point.


Strategic - Act of Faith:
Reroll one attack or defence die for herself or a nearby Sister within 3".


Strategic - Golden Rage:
ADEPTUS CUSTODES operatives inject a tonic mixed from the Emperor's blood and traces of Khorne blessed lava to enter a state of berserking rage.

Once per mission, for the rest of this Turning Point, whenever an ADEPTUS CUSTODEES operator takes the fight action, it may take another right after, and whenever they take damage, they reduce the damage by 1 and receive a "Golden Persitance Token" however they suffer -2 DF. At the start of the next Turning Point, all Golden Persitance Tokens are removed from the board and each ADEPTUS CUSTODEES operator takes mortal wounds equal to the number of "Golden Persitance Tokens" where removed from them.


Strategic - Protector and Defender:
Each time a friendly ADEPTUS CUSTODEES operator takes a wound this Turning Order, they regain 1 wound. If they take at least 2 wounds this Turning Order, they deal an additional +1 damage on their next successful attack.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.